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Serpentfolk GranitescaleCreature 6


UncommonNEMediumHumanoidMutantSerpentfolk
Source Pathfinder #170: Spoken on the Song Wind
Perception +13 (darkvision, scent (imprecise) 30 feet)
Languages Aklo, Common, Telepathy 100 Feet
Skills Acrobatics +13, Athletics +15, Intimidation +13
Str +5, Dex +4, Con +4, Int -2, Wis +1, Cha +1

AC 24 22 with shed scales; Fort +17; Reflex +14; Will +12; +2 status to Will vs. mental
HP 120
Speed 25 feet
Resistances Poison 8

Longspear One Action +17 (+12, +7) to hit (reach) 2d8+6 Piercing
Fangs One Action +17 (+12, +7) to hit 2d8+6 Piercing
Javelin One Action +16 (+11, +6) to hit (range increment 30) 2d6+4 Piercing

Darkvision

A monster with darkvision can see perfectly well in areas of darkness and dim light, though such vision is in black and white only. Some forms of magical darkness, such as a 4th-level Darkness spell, block normal darkvision. A monster with Greater Darkvision, however, can see through even these forms of magical darkness.

Scent (Imprecise) 30 feet

Scent involves sensing creatures or objects by smell, and is usually a vague sense. The range is listed in the ability, and it functions only if the creature or object being detected emits an aroma (for instance, incorporeal creatures usually do not exude an aroma).

If a creature emits a heavy aroma or is upwind, the GM can double or even triple the range of scent abilities used to detect that creature, and the GM can reduce the range if a creature is downwind.

Telepathy 100 feet (aura, divination, magical)

A monster with telepathy can communicate mentally with any creatures within the listed radius, as long as they share a language. This doesn't give any special access to their thoughts, and communicates no more information than normal speech would.

+2 Status to Will vs. MentalAttack of Opportunity Reaction

Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.


Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.

Chipping Scales Reaction

Frequency once per day

Trigger The granitescale takes piercing or slashing damage


Effect The granitescale twists to take the blow on their hardest scales, which they shed to reduce the incoming force. The granitescale reduces the damage by 10, but their AC is reduced by 2 for 1 day, when the shed scales regrow.

Rattling Spear One Action (auditory, emotion, mental)

Requirements The granitescale's last action was a successful spear Strike


Effect The granitescale rattles the base of their spear, attempting an Intimidation check to Demoralize: Intimidation all enemies within 30 feet (compare the granitescale's Intimidation check result to the targets' Will DCs individually).

Serpentfolk Venom (poison)

Saving Throw DC 22 basic fortitude

Maximum Duration 6 rounds

Stage 1 1d4 poison damage and Enfeebled 1 (1 round)

Stage 2 2d4 poison damage and enfeebled 1 (1 round)


Many burly aapoph serpentfolk bear minor mutations. Granitescales have bulky frames covered in hard, speckled gray plates. These scales offer additional protection but shed when struck with too much force. As granitescales regrow lost scales quickly, they make effective long-term sentinels and vanguards for guerilla tactics. Granitescales like to carve their shed scales into small chips and attach them as rattles to the ends of their spears. Many an unsuspecting victim has heard the shaking hiss of a granitescale's rattle too late.


Ancient and cunning, the once mighty serpentfolk have suffered numerous setbacks and indignities since the decapitation of their god, Ydersius, millennia ago. Scattered in isolated pockets, the reptilian humanoids constantly scheme their return to glory. Though many serpentfolk labor to restore Ydersius and reclaim power through him, others pursue different avenues to greatness, such as by mastering uncanny magic or practicing spycraft to take down enemy organizations from the inside.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.